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phanto
Registered 21/09/2005
Points 70
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27th June, 2010 at 03:24:18 -
Okay, some progress.
Using Active picture set to a 50 byte 20x20 bitmap .GIF works pretty well. 1900 shadow Actives, ~2000 objects running in debugger at maximum ~32MB.
Runs a little slower in the middle of it all, but not very noticeable and I'm also running this on a laptop (although a quite powerful one).
Still open for other suggestions though.
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GamesterXIII
Registered 04/12/2008
Points 1110
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27th June, 2010 at 04:07:36 -
Pretty sure HWA will clear your problems up. Have you tried it yet?
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MBK
Registered 07/06/2007
Points 1578
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27th June, 2010 at 06:12:40 -
Maybe there's a way to randomly generate the level like you are doing BUT then capture it as a picture and turn it into one big background object all during runtime? ... possible?
If that's possible, I'm pretty sure that background won't slow anything down, at least not much, so ... yea .. IF it's possible ..
Click Me! http://www.create-games.com/project.asp?view=main&id=1444
http://www.mediafire.com/download.php?aoo1dnnlq5i
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
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GamesterXIII
Registered 04/12/2008
Points 1110
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27th June, 2010 at 07:49:56 -
I did not realize that MMF2 had a create backdrop from Active feature. I thought it only had paste.
http://www.mediafire.com/?gnznflh4yzn
Have fun! . It can be optimized a bit. . . sorry for the mess. CBF to straighten it up. BTW just a heads up - keep in mind that whenever you make a grid based movement like I have done in this example that your character CAN move diagonally sometimes so you'll have to put some events in place to keep him from jumping over some walls etc.
Edited by GamesterXIII
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phanto
Registered 21/09/2005
Points 70
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27th June, 2010 at 14:14:43 -
cool guys. thanks!
I have my movement based on MoveIt, one of the best extensions in the world
if flag off + repeat while movement key is pressed -> flag on, queue movement, execute movement -> flag off when move done
when I'm done with it I'll upload it on TDC for you guys to see
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Lazernaut
Registered 08/09/2002
Points 1103
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28th June, 2010 at 13:31:54 -
Maybe you could use an array to store data about which tiles have been explored and which haven't. Then when the player moves 1 tile, you can check against the array and only place black tiles, or whatever, on the part of the map that's visible to the player.
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GamesterXIII
Registered 04/12/2008
Points 1110
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28th June, 2010 at 16:29:19 -
I've already mentioned that.
The problem is solved. Check two posts above yours .
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